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35895061 TSR 9236 GAZ9 the Minrothad Guilds

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    OFFICIAL GAME ACCESSORIES

    The Dwarvesof RockhomeAvailable Now

    Principalitiesof GlantriAvailable Now

    Northern

    ReachesAvailable Now

    AvailableMay 1989

    Emiratesof

    Available NowThe Elvesof AlfheimAvailable Now Twilight of the

    Empires*

    AvailableAugust 1989The Republic

    of DarokinThyatis & AlphatiaCampaign Set.Available

    March 1989

    The Kingdomof TheDuchy ofKarameikosAvailable Now

    Available Now

    The

    MinrothadGuilds

    Available Now

    TheFiveAvailable Now

    Complete fantasy KINGDOMS, ready f OR play.coloR Maps. Hiql7 abveNtuRes. FasciNatiNq Cl7aRacteRS.

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    PLAYER'S BOOKLET

    OFFICIAL GAME ACCESSORY

    MiNuotliab CJuilbsby Deborah Christian and Kimber Eastland

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    , as tolfcby tl7c Wateu Elves

    Water elves are a seafaring race of elveswhom some claim have made their home

    among these islands for thousands ofyears. Their version of local history is theone most widely heard by strangers toMinrothad.

    "The sacred Dread Sea Scrolls say thatin the beginning, there was only water,light, and the immortal CalithaStarbrow. Calitha looked upon her shim-mering sphere and desired that thereshould be people there to honor her. Shecreated the True Ones, or Alfasser;though men call us water elves today, weprefer that ancient name by which we

    were known."The immortal was pleased with herfirst and best work and soon made othersto populate the sphere in company withher true ones. She made the Alfund,whom we now call wood elves, and afterthem the animals: the fish in the seas, thebirds in the skies, and all manner of crea-tures on the land. Finally Calitha madelesser beings than the Alfasser and theAlfund: men, and halflings, and dwarveslast of all. These she sent to teach theAlfasser patience and to show them what

    they could become without the immor-tal's guidance."In time, some of the Alfasser wished

    for more power and knowledge than Cali-tha Starbrow had given them. Theydelved into the ways of dark and danger-ous knowledge, until we, their more cau-tious brethren , left them and went to liveseparately in lands across the sea. The wis-dom of this was proven a millenia later,when the immortal raged at the evilworks done by the power-hungry Alfas-ser, and destroyed their homeland and allthe peoples who lived there. She openedthe earth and brought down the skies insuch devastation that only the landswhence we had emigrated were left. Eventhose were torn by the eruptions of heranger so that they formed islands in thesea.

    "We true ones who survived called the

    waters around us the Sea of Dread, forour fear that Calitha's anger would beunquenchable. While the immortalraged, she sent plagues, famines, andother disasters as tests to see ifwe, theremaining Alfasser, would stay true toher. Many turned away from Calitha inthose days of trial, and one by one shesank their islands, until only the Alfasserthat exist in Minrothad remained. But wehad proven our worth through the longchallenges, and we have been well-favored by the immortal ever since her

    anger calmed."Since that long-past time of terror,

    Calitha taught us the craft of seafaring,

    C J u i f c e to tl? MiNROtl?at> Qui l fc sand we ourselves turned human magicinto an art for the protection of our ves-sels. Our wood elf brethren came to usfrom over the seas, led by the immortal toaid us in the crafting of ships and pursuit

    of trade."We have tolerated the growth of

    human cultures on our islands, stampingout plagues of lycanthropy from amongthem and separating their quarrelsomefactions when they insisted on wagingwar. We helped the humans to tradeacross the seas, traveling far in our artfulships. Persuaded by Thyatians, foolishhumans indulged in slave trade, andbrought halflings to our shores to servethem. We helped free the little peoplefrom the yolk of slavery, and welcomed

    them into our midst as craftsmen andequals.

    "In later times, we invited dwarvishcraftsmen to join us in the creation of use-ful and beautiful things. They gladly leftthe ungrateful lands of Glantri , andbrought their metal and stoneworkingskills to enrich our guilds.

    "With the help of our guildbrotherswho work in the handicrafts, we have ledthe Minrothad Guilds on to greatnessamong the nations of the world. For thiswe are grateful to Calitha Starbrow, who

    continues to bless the ventures of theAlfasser."

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    HH

    to tlie MiNROt l ? a t> Qu i l f c sOf t?7

    It is recommended that travelers to theinrothad Guilds go there either on a

    uild vessel, or accompanied by a Guild-rtified navigator or pilot. The routes toe islands are tricky, and the waters con-n hazards of natural or magical originst avoided by someone familiar withe local waterways. Guild vessels boundr Minrothad or other destinations in theand chain can be found in almost everyajor seaport on the continent.

    PljCNOMCNaIt is the unusual phenomena of the sea-

    ays that is most quickly apparent to ayager to the Minrothad Guilds. Thesen make for an interesting and scenic

    providing they do not turn intorsonal hazards. To ensure that, the cau-

    on to travel only with a qualified crewould be heeded.Fogs: One of the inexplicable phenom-a in these waters are the constant fogsd mists that surround most of theands. Some of this is believed to beused by active volcanoes, steaming theater through sea level vents the year

    und. Another cause is thought to bee meeting of the cold Continentalweep winds from the north northwestd the warm, moist Dragon's Wind

    om the south. The only place these twoajor fronts meet is in the Sea of Dreadound the Minrothad Isles.Another cause of the perpetual fogs is

    ndoubtedly magical in nature, thesult of weather-magic worked byerchant-princes. Safe navigation ofese waters is almost impossible for sea-en who were not raised here or who can-

    ot magically see through the fog.Waterspouts: In certain seasons, whene cold and warm air masses of the Con-

    nental Sweep and the Dragon's Windllide, tornados and waterspouts cansult. Some are also said to be a side-fect of weather magic worked byerchant-princes. Since there is so littlend to be threatened by tornados, water-outs are by far the more common and

    unpredictable danger.A vessel struck by a waterspout can be

    reduced to splinters in the water, or liftedbodily and deposited elsewhere on wateror land. Areas of fog often obscure thistype of hazard, and even in clear andopen water, the speed of movement anderratic path followed by these waterywhirlwinds make them difficult to avoid.It is said that merchant-princes haveappropriate magic with which to handlesuch a danger, but common sailors andfishermen must trust to luck and theirsailing skills to avoid them.

    Whirlpools: Numerous unchartedreefs and small islands lie within the terri-tory of the Minrothad Guilds. At times,when ocean currents and tides flow rap-idly between rocks and reefs, whirlpoolsmay result. As with fogs and waterspouts,this phenomenon is of ten caused by mag-ic when encountered in Minrothaddanwaters. This hazard sucks a ship downuntil it is torn apart on rocks or sub-merged beneath the water. Whirlpoolsare almost impossible to escape withoutthe aid of appropriate sea magic.

    PinatesPerhaps more treacherous than natural

    phenomena are the pirates who haunt thesea routes between Minrothad and themainland. Always ready to prey on prom-ising cargo vessels, pirates appear like ascourge out ofnowhere, attack their vic-tims, then vanish untraceably into themysterious fogs. Merchant-princes have abetter chance than average captains ofdealing with pirates, but not even Minro-thad vessels are safe from their preda-tions. It is believed that the seafaringbrigands are lerendi or Thyatian priva-teers lured to this area by the rich ship-

    ping traffic. The guilds are doing theirutmost to eliminate the pirates fromthese waters.

    The archipelago claimed by the Minro-thad Guilds is the area once known as theColony Isles. There are six major islandsand numerous smaller ones in this territo-ry. Most are of volcanic origin, while some

    of the small atolls are coral growth atopsubmerged volcanic rock.Trader's Island: The first place to besettled among these islands was Trader'sIsland. Trader, as it was called, is the larg-est island in this group, with two inactivevolcanic peaks, forested mountain ridges,and palm-covered coastal plains leadingto black sand beaches.

    The first town founded on Trader wasHarbortown, tucked away in a shelteredharbor on the north coast. First settled byNithian explorers led by a man namedMinroth, Harbortown is the oldesthuman settlement in the islands. The cityof Minrothad was named after the culturethat developed there.

    Minrothad, the capital and major tradecity of the guilds, is located on the north-east shore of Trader's Island on the site ofa former Alphatian colony. The cityproper lies a quarter-mile inland from itsbustling seaport and is nestled in the coneof an ancient, low-lying volcano. The cityis surrounded by a moat over 300 feetwide, which is filled by the LithwillowRiver before it flows down the dredgedchannel to the sea.Alfeisle: Almost as large as Trader isAlfeisle, home of the wood and waterelves, where the trade city of Verdon andthe fortified elvish port ofSeahome arelocated. Verdon, near farmland at thesouth end of the island, is the newest ofthe ports. It has a system of quays andmooring bouys designed to handleshallow-draft shipping along the city'snarrow beachfront. Seahome, the oldestof the elvish settlements, is located at thenorthern end of Alfeisle. The city has anextensive subterranean lagoon dockingcomplex, interlinked defenses, and adazzling number of mansions and forti-fied houses.Blackrock Island: Blackrock Island liesto the south between Trader's Island andAlfeisle. It is dominated by Halfpeak, anactive volcano which periodically spewsmud and lava. Very little grows on Black-rock and it is home only to a few fishingvillages at the eastern end, distant fromthe volcano.

    Fortress Island: Northwest of Trader'sIsland is Fortress Island, home of the

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    C J u i O e to tl?c M iNno t fjad C J u i l O sdwarvish guilds of Minrothad and theirredoubtable city of Stronghold. Strong-hold is located at the end of a long, nar-row fiord whose cliffs loom menacingly.The rocky, barren island suits the dwarveswell, for they avoid the dangers of itsactive volcano by making their homeinside the cliffs of Fortress.

    Open Isle: To the north of Alfeisle liesOpen Isle, so called because the island isflat and treeless. Its major settlement isthe halfling town of Malfton. The thinsoil and rocky ground severely limits thevegetation that will grow there, especiallycompared to other islands of the Minro-thad Guilds. Nevertheless, industrioushalflings have turned the area aroundMalfton into a region of carefully tended

    gardens, limited orchards, and pastur-age. Malfton is the center of halflingtrade and manufacturing enterprises.

    Fire Island: Northwest of Open Isle isFire Island and Redtop, its notoriouslydangerous volcano. Rocks and hot ash aresometimes ejected from Redtop for milesout to sea, and lava flows down themountain flanks with great frequency.The volcanic activity is so treacherous andunpredictable that the island has beendeclared off limits to all shipping traffic.

    North Isle: North Isle is the last of the

    major Minrothad islands. The fortifiedtown of Gapton was built as a colony ofrefuge for members of the guilds in casecalamity ever strikes the islands. A popu-lation with a disproportionate number ofscholars and clerics lives there in themeantime. The trading activity of NorthIsle revolves around supply and ware-housing for ships bound to or from themainland.

    WeattjenThe Minrothad Isles have a temperate

    climate and generally predictable weath-er. The tropical and sub-tropical condi-tions, with warm winds and periodicalrainy seasons, make these seas almost per-fect for a trading and seafaring society.

    Dominant trade winds blow fromnorthwest to southeast through the Isles.During storm season, this weather pat-tern brings rain and blustering winds to

    the northwest side of the islands first.Therefore, most popular harbors have aneasterly or southerly exposure.

    sometimes come to cities carried in cargosof fruits and vegetables.

    FauNaNative FionaVegetation: Mahogany and teak grow

    on the hills and highlands of the Minro-thad islands. Although they are replant-ed, the forests have been reduced in sizedue to the demands for lumber for exportand ship building. Vast areas of wood-land have been cleared of the most valu-able trees, and have become overgrownwith shrubbery, taken over by palm trees,or turned to agricultural purposes.

    Fruits, nuts, and edible roots grow ingreat variety throughout the islands.

    Bananas, coconuts, guava, pineapplesand much more wind up in the market-places of Minrothad and on the guilds'ships for trade. The islanders importmuch of their food and rely on trade togive them the wherewithall to accomplishthis, but a modest agricultural effort pro-vides yams, breadfruit, tomatoes andsimilar produce for local consumption.

    Wildlife: Birds are numerous on all theislands but Fortress Isle. Sandpipers scur-ry along beaches, warblers nest in flower-ing dogwood, herons and egrets inhabit

    remote waterways. Gulls and terns neston seaside cliffs, toucans are found in thehighland forests, and a native grousecalled the ulit is a popular food bird.

    Small game is scarce and snakes arerare, but diminutive peccary pigs can befound throughout the islands and are abane to Minrothad s few farmers. Popula-tions of monkeys confine themselves tothe highland forests, while wild goats anddonkeys escaped from activity stick moreto the lowland valleys. The predatorsdangerous to man that have not yet beenhunted out of the islands are limited toseveral species of giant lizards, which con-tinue to present a threat to forest travelerson most of the islands.

    Insects: A moderate number of insectsare native to these islands. They are main-ly flying, stinging pests, but the mostdangerous insects encountered in Minro-thad are the poisonous spiders. These spi-ders prefer a forest environment, but

    H/

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    oftlie M iN tio tfyab Qu i lD she Minrothad Guilds are manufacturersnd service-providers who sell their goodsnd services mostly to markets outside ofhe Minrothad Isles. In return, theymport cargos offood, raw materials forheir own production needs, and aiverse quantity of finished goods fromther countries. Their large merchanteet is famous in the ports bordering theea of Dread, for guild ships carry both

    heir own cargos and those of traders fromvery major sea and river port on the con-nent. Minorothad's large speculativeargo trade has made this nation wealthy.

    This successful mercantile combine isomposed of highly stratified guilds

    which have carefully-defined fields ofndeavor, and which do not compete

    mong themselves. Their structure,oods and services are looked at morelosely under Guilds, but the followingspects of this economy will be readilybserved by travelers to the Minrothadsles.

    of Sea 'Cuaoe -The Minrothad Guilds manufacture a

    ignificant portion of the nonbulky, high-uality trade goods which travel by sea,ut they are best known as the primary

    ource of sea-going cargo carriers in theands which border the Sea of Dread.ven the seafaring merchants of largempires frequently opt to contract ship-ing to these traders. Minrothad guilds-

    men have a reputation for reliability,harp but honest dealing, and speedyransit times. Not least of all, the

    merchant-princes who are masters ofMinrothad ships are able to defend theiressels against the monsters of the sea,oth human and nonhuman, better thannyone who is not sailing a vessel of war.

    I N 'CRafce -Minrothad traders either sell their car-

    os or trade them for other goods,epending upon their needs or the needsf the client for whom they are shipping.f the price is right, guildsmen cancquire any cargo or sell any goods for

    which there is a demand.

    Guildsmen are experienced financierswho carry letters of credit, conduct busi-ness on account through their agents in aport, and are knowledgeable about thevalue of cash and trade goods in the plac-

    es they transact business. These tradersgenerally accept any gold piece or item ofequivalent value when transacting busi-ness, although a service charge is levied ifthe currency is not local or if an item willbe difficult to convert to cash.DoM es ti c T T R a D eM oNO poli es

    It is not possible for the MinrothadGuilds to completely monopolize tradeabroad. Most ports have open markets

    and though guild traders may dominatethe scene, they still compete with othermerchants.

    At home in the Minrothad Isles, how-ever, it is a different story. Outsiders arenow permitted to visit the islands, butthey are not allowed to compete with theguild mercantile operations that go onthere. Absolutely no professional tradingor selling may be performed by non-Minrothaddans, except directly with theguild that handles that specific tradegood.

    This prohibition is intended to preventforeign merchants from sailing in with acargo on speculation and selling it to any-one who might want the goods. A traderwith a cargo of iron ore, for example, cansell only to the manufacturing familyguild that deals in metal ore. Similarly, afinished product, such as cloth, cannot besold directly to retailers, but must be soldto the guild which monopolizes clothtrade.

    Sometimes more than one guild is asuitable purchaser for a cargo, but if noneof them are interested in the purchase,there is no recourse for the foreign mer-chant. Higher officials are not sympa-thetic to the merchant's cause, becausethey do not care for foreign traders con-ducting business in Minrothad. Whenguildsmen need or want foreign goods,they purchase a cargo through their buy-ing agents and carry it to Minrothad intheir own ships.

    This and other commercial prohibi-tions are clear-cut (see laws), and new-comers to Minrothad are informed ofthese injunctions before they debark.

    CURRNC?Foreign currency, as well as gems and

    jewels , are acceptable specie in Minro-thad, but a standard 5 percent conversioncharge is added to the price of items paidfor in this way. There is no fee charged forusing local currency. Money changers arecommon in every city. They are carefullyregulated by the government and are fair-ly honest, but their variable rate ofexchange affects the value given for for-eign currency.

    It is legal to bring M inrothaddan cur-rency into the country, but visitors are notallowed to take out any in excess of 200gp value. Local currency follows thestandard system of equivalents for ease oftrade. A crona is one gold piece, a bydisone electrum, a quert is one silver piece,and aplen is one copper.

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    Minrothad courts fall under the co-urisdiction of the Tutorial Guild and theocal government guild (see Guilds). The

    Tutorial Guild tries all major crimes, ands also called in if there is any doubt about

    the extent or nature of the criminalaction. The Tutorial Guild uses all of itsarcane magical powers and devices to dis-cover these answers and the truth is usu-ally found out in such matters.

    A trial court consists of a senior guildmember who presides as judge, and a jurycomposed of three members from theaccused's guild and two nonguild citi-

    If the accused is not a guild mem-ber, any sort of guildsmen may sit on hisury. Bail is unheard of, and the accused

    might await trail for up to a month. Dur-ing that time he is kept in a plain butclean holding cell. He is fed enough andtreated decently by the constabulary, adivision of the local government securityguild.

    During the trial, the judge asks thequestions, and jurers are allowed a periodof questioning as well. Lawyers can pa r-ticipate in the proceedings but are notrequired to do so and are not alwayspresent.

    Laws aNfc CniiviesActs of violence are obviously criminal,

    but a surprising number of other activi-ties are closely regulated as well. Ordi-nances of interest to travelers are pointedout here; their violation can be consid-ered a criminal act and liable to full pros-ecution.

    Spell Casting: Only merchant-princesmay cast magic freely in the Minrothad

    Anyone else who does so must havea merchant-prince or other member ofthe Tutorial Guild at hand to supervise

    the spell casting. Persons in violation ofthis ord inanceeven unwitting

    dealt with as describedunder Punishments.

    Gambling: Travelers are often sur-prised to learn that most gambling is ille-gal among the Minrothad Guilds, in spiteof the wealth that moves freely throughtheir shops and businesses. Games of

    chance, like dice or cards, are illegal, as isgambling on violent events of any type,such as boxing or cockfighting.

    A monthly public lottery run by thegovernment is the only authorized wager-ing done in the islands. Tickets are availa-ble at money changers and taverns.Besides the lottery, gambling is permittedduring the Midwinter Festival. At thattime, people can wager up to 100 gp onsporting events like a thletic contests anddog racing. Persons who are caught gam-bling in any other ways su ffer large finesas the very least penalty.

    Business Transactions: When a travelerwishes to buy, sell, or do other commer-cial business in the Minrothad Isles, thefollowing regulations are important toknow.1. Magical items may only be sold toMinrothaddans or to foreigners workingfor the government. Price discounts areforbidden, and they are never sold belowa normal retail price.

    2. Adventurers who wish to sell valu-ables to locals should note that Minro-thaddans are allowed to buy any item

    brought into the country. However, anitem may never be sold at more than itsnormal Minrothad market value. Higherprices are considered to be profiteering,and are punishable by imprisonment (seePunishments). Visitors are forewarnedthat the experienced bargainers of theMinrothad Isles will seldom pay morethan 50 percent of an item's retail value,or 75 percent if it is extremely rare orunique.3. Money paid to a foreigner for anitem or a service rendered must be report-

    ed to the local retail tax collector. Thegovernment then levies a tax of 18 per-cent of the total gp value of the item,material, or service sold, which is due andpayable by the foreigner who made theprofit. (An 8 percent sales tax is leviedagainst Minrothaddans.)

    4. Magical items sold or services per-formed in Minrothad are done under thesupervision of a representative of theTutorial guild. The guildsman records thetransaction for tax purposes, and guaran-

    tees that any magic performed is in keep-ing with Minrothad Guilds regulations.The foreigner is then charged a tax of 20percent, which includes a 2 percent feefor the Tutorial Guild's services."CueasoNOus OffeNses

    Treason against the state is the mostreprehensible crime in Minrothad.Guildsmen resent betrayal of their state,but even worse, treasonous acts also derailmany complex and subtle intrigues, thevery life-blood of the guilds. Foreigners

    involved in plots or actions against theguilds may be suspected of treason, andwill be tried with the full severity of thelaw. A range of sentences are possible fortreason, as described below.

    In a similar vein, the Minrothad Guildsare concerned with their public imageand their reputation, for they trade onthese things as much as on anything elsewhen they do business. If a guildsmancommits a major crime in another coun-try and publicly disgraces the MinrothadGuilds, he might be charged with defa-

    mation of the guild when he returnshome. If convicted, his punishment isoften more severe than the one inflictedby the nation where he committed thecrime.

    Minrothaddans have been accused ofpreoccupation with material goods. Atleast it is true that their laws dealing withpossessions and attempts to steal themare some of the most severe known.Guildsmen see their laws as a necessary

    balance to the unscrupulous who prey onthe hardworking. A righteous and intol-erant attitude toward the criminal colorstheir legal system and the penaltiesreceived under it.

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    aw I N tlie MiNROtliab Qui lbsThe unforgiving Minrothaddan atti-de toward crime is most evident in thed gements delivered for thievery. Thefts always been a problem in ports andding communities because the quanti-of merchandise and number of peoplessing through offer so many opportu-ies for larceny. The penalties for theftthe Minrothad Guilds are harsh and

    plicit, as are the sentences for manyher offenses.Fines and incarceration are notknown punishments, but even they

    e taken to extremes. Fines are exorbi-nt, with the clear intent to strain thesources of the guilty party. Imprison-ent is unpleasant at best.Punishment for the heinous crime of

    ason can extend even to the relatives ofe criminal, depending on how severee treasonable action was. A shippinghedule betrayed to a foreign competi-r, for instance, might be punished withile for the criminal and anyone else whoew about it. If, instead, the criminallped assassins kill a guild master, thenalty could be the extermination of thecused and his entire family.Foreigners who commit crimes are usu-y punished more strictly than aretives. Typical punishments for crimes

    mmitted in the Minrothad Isles oroard a guild ship are listed in the side-r.Prison: Minrothad dungeons are

    mong the worst in the world. They arethy and the prisoners are fed justough to keep them alive. When Ruling

    Oran Meditor took office,stopped the practice of torture in thesengeons. But life itself can be torture ife sentence is very long; people whove been condemned to 20 years or lifeve pleaded to be put to death instead.Black Seal Warrant: No official con-mnation is more uniquely Minrothad-n than the Black Seal Warrant, namedfor the black wax of its official seal. The

    arrant is a death decree issued as pun-hment for the most censured of crimes,ch as assassination or treason. The war-nt must be recommended by the courtd endorsed by the ruling guildmaster.criminal need not stand trial in person

    to receive the Black Seal as his punish-ment, but can be tried in absentia.

    Once the warrant is signed, a goldpiece value is set upon the condemnedcriminal as a bounty. This unusual sen-

    tence is the Minrothad Guilds' way ofsaying, "No matter where you are, wewill eventually find you and executeyou." It also is a license for the ThievesGuild to travel abroad or hire foreignersto execute the criminal with impunityregardless of where he is found .

    This warrant is so far-reaching becauseof the vital trade connections of theMinrothad Guilds. A country that offersrefuge to a Black Seal-condemned crimi-nal soon finds that guild ships will carryno goods to or from that country. If this

    measure proves inadequate, the guildputs similar pressures on the allies of therecalcitrant country, until it becomesmore economicaland politicallyexpedientto give up the condemnedcriminal. The fugitive finds that there is aprice on his head and most people knowit. He can trust no one and few will shel-ter him.

    Occasionally, in the case of fore ign dig-nitaries or notables, the Black Seal War-rant is not publicly announced, but isprivately issued to the Thieves Guild.

    Normally, though, the warrant is postedpublicly in the Minrothad Isles, displayedon all guild trading vessels, and distrib-uted in foreign ports by Minrothadagents.

    typical SewteNcesCrime: Punishment

    Defamation of character: Varies fromtime in the stocks to the death pen-alty, depending on degree of dam-age.

    Tax evasion: Flogging.

    Profiteering: Flogging, fine, or both.Breaking and entering: Blinding.

    Theft: Loss of one or both hand s.

    Purposefully distracting victim duringtheft or robbery: Loss oftongue.

    Embezzlement from employer, aguild, or the government: Blindingand loss of one or both hands.

    Swindling, running confidencegames: Fine of up to 50,000 gp andimprisonment for up to 20 years.

    Sacriligious acts against a church: Fineand one year in the dungeon.

    Theft from a church: As above, plusconfiscation of all property andexile after release from thedungeon.

    Unauthorized spell-casting: Variesfrom small fine (for a harmless spellcast in ignorance) to the death sen-tence (for deadly magic).

    Kidnaping or molestation: Death bystoning.

    Murder or attempted murder: Deathby hanging.

    Assassination or attempted assassina-tion: Death by impalement.

    Piracy: At seadeath by drowning(walking the plank or keelhauling);In portdeath by hanging.

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    Society ofttyefarming and fishing villages

    e simple, spacious wooden A-framets of one or two rooms. Near the coastese are framed of wood and coveredth woven palm leaf matting, while

    and the walls are split saplings inter-oven with withes and covered with mat-ng.Wooden buildings also dominate thenstruction in the cities. In humantlements such as Harbortown, slat-lled houses are built slightly above the

    ound on posts. Structures have highlings and wide windows that open easi-to the outdoors.Lacking adequate trees to build homesMinrothad elves constructed wooden

    ildings with many interconnected

    oms. Adapting the form for ease offense, some elvish cities feature blocky,eblo-like buildings. Outside they dis-ay windowless outer walls reinforced byasonry, but inside are a maze of con-cting rooms leading into encloseden-air courtyards.

    favor the burrow-like dwell-gs of their ancestors, although for busi-ss purposes many build raised woodenuses like their human neighbors.Except for dwarves, who build withmpacted volcanic rock, only the

    ealthy and the government build withone in Minrothad. Supplies of usefularry stone or clay for bricks are almost

    on these islands, and suchaterials must be imported from theainland. City fortifications, bridges,d the mansions of the rich are generallyade of stone.

    The Religions of Minrothad.

    pride themselves onorking hard and playing hard. They

    ke any excuse to have a good time, asng as essential work has been done or isught up. Numerous religious andtional holidays fill the Minrothad

    and it is common practice toceive time off of work on the day orternoon that is holy in an individual'sigious beliefs. These holidays arescribed in the Minrothad calendar, andonthly holy days are explained under

    Religious BeliefsMinrothaddans are rarely fanatic about

    their religious beliefs, and talk littleabout the philosophies they adhere to.They are tolerant of the beliefs of for-eigners. Whether or not they are reli-gious, most natives wear a holy symbol ormedallion with the mark of their church.Such an item is considered to bring goodluck and blessings to the individual'sendeavors. Temples are low-key affairslocated in residential areas away from thehub-bub of visiting foreigners and com-mercial districts.

    Visitous to tl?e M iNnotljaOQu i lb s"Sorry you can't get price breaks

    those be only forgui ldmembers . But ifyou happen to be a range, you mightmention it to an innkeep, and you '1 1 get agood room."

    There are a great number of foreignersin Minrothad, traveling on commercialbusiness or for pleasure. A visitor to theIsles notices the odd dress, strange lan-guages, and peculiar customs of these

    people, but island natives have becomeinured to this panorama of variety. Trav-elers do not attract any particular atten-tion in the cities of the MinrothadGuilds, no matter how outrageous theirappearance or uncouth their dress. For-eigners are treated with courtesy andrespect, at least as long as there is profit orgood will to be made. There are, how-ever, a few exceptions to these rules.

    Spell-casters: Magic is the domain ofthe merchant-princes and a few selectmembers of the Tutorial Guild. Magic

    not related to seafaring is unfamiliar tothe masses, and those who practice thisart are figures of intrigue and mystery tothe common Minrothaddan.

    Foreigners who are identified as magic-users attract a great deal of attention andcuriousity seekers. A spell-caster mightbe singled out by his distinctive dress oropen use ofmagic. A person who wears apentagram on his clothes might be mis-

    taken for a magic-user as well, for thissymbol is forbidden in Minrothad to anybut merchant-princes. In either case, hesoon finds himself followed by a gaggle ofinquisitive children, and is a suddenly

    popular target of "casual" conversationwith passing adults.

    Thieves: Anyone with the temerity toidentify himself as a thief is at first disbe-lieved. If he insists it is true, or has provenit by some action, Minrothaddans reactwith horror and hatred. The penalties forthievery are quite unforgiving, and any-one who is clearly a shady character iswatched wherever he goes.

    CUStOMS"Oh, no! That be a dock-party atSlip-peryfoot's shop, where I take this last

    package. My regrets, butI leave you here.Once in that crowd, I may not get outagain. Enjoy the Ro w and if you want to

    join the dock-party, stand on the streetoutside the shop. Belike the party willcome to you!"

    It is not proper to quiz Minrothaddansabout guild politics or problems. Nativesdo not discuss these matters with outsid-ers, and take offense at these questions.

    It is customary to boast about a guild'sgood points while giving a sales pitch,and a buyer hears this if he asks about aproduct or service. A sale concluded aftera bargaining session is toasted with adrink of imported brandy, kept by theshop keeper for just such occasions. Cus-tomers who buy expensive items mightbe invited to dinner by the merchant.

    Ships come and go in Minrothad portsall the time. The more important arrivalsand departures are observed with a"docking party," sponsored by a guild orship master. Docking parties are held inthe factor's offices, a nearby warehouse,or elsewhere in town away from the vesseland busy dock.

    Most of the crew attends these raucusevents, which sweep up passersby andsometimes migrate into the streets. Simi-lar celebrations are held for the launchingof new ships. Foreigners invited to suchevents are specially privileged.

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    ofreligions and philosophies

    lect the country's hardworking practi-ity, and have even been reinterpretedaccomodate the modern commercial

    nt of Minrothaddans. These ethicallooks are rationalized as being similarthe purpose and goals of the Minro-d Guilds, even where that was notginally the case.

    eaning: The Ocean Path.Predominantly water elves.

    gnment: Neutral.ly Days: Full moon. Believers take al day off work.ly Symbol: Pearl in mother-of-pearl.

    This philosophy honors Calithaa water elf from ancient times

    o ascended to immortality in thehere of Time. She is especially fond of

    water. She taught water elves the artseafaring and led them to their home

    Adherents of Elendaen believe theean is the cradle of all life, for evenes thrive on rain from storms that former the sea. Elendaen followers desire toploit the land and sea wisely so theyy continue to prosper.Spells affecting the sea are granted toepers and other followers of the Oceanth. The Alfasser clan relic is central tose beliefs, but is a secret matter not

    oken about with outsiders. Water elfaracters may read Secrets of the Waterves in the DM's book to learn moreout these private clan matters.Keepers and others dedicated to Elen-en wear only garments and accessoriesrived from products of the sea.

    The Forest Way.Predominantly wood elves.

    ignment: Neutral.oly Days: New moon. Adherents take al day off work.

    oly Symbol: Oak leaf.

    Dainrouw was inspired by Ordana, anwho, like Calitha Starbrow, ascended

    to immortality in the sphere of Time.Those who honor this immortal call her"Forest Mother," and know that shefavors trees and growing things.

    Forest elves learned the craft of wood-

    working from this immortal who legendsays revealed a homeland for them in theMinrothad Isles.

    Ordana is an older and greater immor-tal than Calitha Starbrow, although herfollowers have been scattered in the elvishmigrations of olden times and her namehas faded from the memory of most. TheForest Mother gladly embraces any fol-lowers, and has granted clerical spell abil-ities to the few humans who haveconverted to the Forest Way.

    The clan relic of the wood elves has a

    connection with this immortal, but, aswith the Alfasser, is not discussed withoutsiders. Wood elf characters may readthe Secrets of the Wood Elves in the DM'sbook to learn more about this relic.

    Clerics, keepers, and others seriouslydedicated to the Forest Way wear onlygarments and accessories made ofwool,cotton, or leather. The favorite weapon ofthese clerics is a hardwood or ironwoodclub, which is +1 to hit because it iscarved to a perfect balance and fit in theindividual's hand.AUQRiSMMeaning: Named after visionary dwarf,Wildeye Auger.Adherents: Dwarves and some humans.Alignment: Lawful.Holy Days: First day of every week. Wor-shippers take the afternoon off.Holy Symbol: Medallion depicting twofaceless, staring eyes.

    Wildeye Auger was a cleric and a fol-lower of the immortal Kagyar, creator of thedwarvish race (see GAZ 6, Dwarves ofRockhome) . Through visions, Augerlearned of immortals who watched overdwarvish craftsmen and took special inter-est in their labor. Auger never glimpsedthose immortals nor learned their names.

    There are 12 watchers in all, the fore-most of which are the smith, the miner,and the stonecarver. They rarely interfere

    with mortals, but keep a close eye oncraftsmen.

    Augrism exhorts its followers to per-form their best at all times. Members ofthis church can be excommunicated for

    failing to live up to craft or guild stand-ards. The church requires a 10 percenttithe of its members' annual income.

    Clerics of this religion wear simple gar-ments in drab colors. Their heads areshaved in a stripe down the middle of theskull. Their favorite weapon is the stonehammer, which can shatter a metal weap-on on a natural roll of 20.

    Meaning: Named after Minroth, the

    Nithian human who colonized theislands.Adherents: Humans and some halflings.Alignment: Lawful.Holy Days: Three annnual holidaysdescribed below. Worshipers have each ofthese days off.Holy Symbol: A four-feathered arrowsymbolizing the arrow fired by Minrothwith inhuman accuracy.

    Minroth, a Nithian from the ancientempire, was the agent of an immortalwho revealed that Minroth would findthe secrets of earthly happiness in the Seaof Dread. The human led many of hiscountrymen into the sea and settled Trad-er's Island which they found there.

    Followers of Minrothism believe thatthe Minrothad Isles are a divine locationand sacred ground. Here the faithfulmust live in peace and occupy themselveswith useful work. This is the fastest-growing religion in Minrothad, and isembraced by many nonhumans.

    Minroth disappeared from Trader'sIsland and is expected to return one day.The holy days of Minrothism start withOnmun 1st, commemorating the expec-tation of Minroth 's return during theyear. Sagmun 10th marks Minr o t h 'sbirthday, and Decmun 1st is the anniver-sary of his disappearance.

    Clerics of this religion may wear, eat,and use only items which originate inMinrothad. Their weapon is the mace.

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    CaleNbanthe 15th, called All's Reckless Day. Noone works or even sells anything, they justplay and celebrate, often in a lasciviousmanner. The day is spent in athleticevents, eating or drinking contests, andshows of martial expertise, which only themost daring participants enter. Animalcostumes and weird masks are worn thatnight as the citizenry of every village andtown celebrates in the streets into the weehours of the morning. Morals absolutelycollapse around this time; many an unex-pected child was conceived on All's Reck-less Eve.

    The 16th is a day of work, but it is a dayof absolute quiet as laid down by the law.A family with noisy pets or children canbe fined as much as 100 gp for disturbingthe peace. The day is usually spent clean-ing the shops, going over the books, andnursing a headache the size of the city of

    Oxmun (eighth month): This month isthe hottest for Minrothad and most peo-ple are driven into the shade or to theshores for cool breezes. It is the month oflowest productivity in the islands, but ofthe greatest tourist trade. No one wouldbother coming out for a special holiday,so none are held.Nomun (ninth month): This month isthe start of fall and is quite peaceful. It isa very hard work month for guild mem-bers as they try to catch up for the losttime in Oxmun. Nomun 11th is the lastspecial holiday until the huge Midwinter

    It is called Bask Day, and is spentbasking in the sun and being inactive. Itis also a day offasting, to remind peopleto work harder in the days to come so thatfood can be purchased for the wintermonths and people will not go hungry.The first of the far-ranging trading vesselsreturn on or about Bask Day, as do

    numerous foreign trading vessels. This isbecause it is the only day when foreignerscan sell their merchandise, mostly food,without paying the stiff Minrothaddantariffs. Most families spend a lot of theirsavings and stock up for winter on thisday.Decmun (tenth month): This month isspent by most of the people doing chorespreparing for winter: preserving foods,

    repairing roofs, getting returned shipsready for winter, cleaning and closing upthe guild halls against the weather, etc.The last of the returning ships come induring this month.Elfrnun (eleventh month): The finalfull month of the year sees the return ofwinter. Sometimes very late ships willreturn in the first week of this month, butafter that it is too dangerous to cross theseas. Any Minrothaddan ship not yetreturned will most likely go to winterquarters at some foreign port, thoughthis can be very expensive. The wind ishorrible during this time of year and peo-ple begin dressing much more warmly,though still fashionably. The guilds workhard during this month, first to make upfor the time they expect to lose to Mid-winter Festival, and second to keep every-one's mind off those ships that are not yetreturned.Midwinter Festival: This entire weekconsists of special holidays. It is a timewhen all of the guilds most closely associ-ated with the racial holidays put on theirvery best shows and feasts. Decorationsand traditions abound during Mitwok.Pineapples are displayed over doorwayseverywhere, surrounded by leaves fromthe sugar cane. This is believed to bring

    good luck and a frui tfu l upcoming year tothe residents inside.

    Miniature palms are always displayedinside a house and larger ones inside theguild halls and government buildings.From these palms, tiny candle lanternsare hung and lit every night as a symbolof lighting the way home for lost sailors orseaman away from home for the holidays.Since Oran Meditor has been in power asruling guildmaster, the gifts given duringthese festivals, especially those for thechildren, are gaily wrapped in scarves andplaced under the tree in hopes of enticingthe spirits of sailors lost at sea to comehome to their loved ones.

    Palm wreaths are fashioned and hungin the windows and on walls as a tradi-tional charm against harm by nature'sforces in the upcoming year. A n d, finally,tiny bells are hung from belts, hats,shoes, and doorways to add to the festivemood.

    Mitwok 1st is celebrated as WaterElves' Day. The 2d is Forest Elves' Day.The 3d is Humans' Day. The 4th is Half-lings' Day, and the 5th is Dwarves' Day.Gift-giving is rampant at this time ofyear. On each day, that specific race givespresents to each other and receivespresents from friends of different races

    just for being a dwarf, elf, etc. Many stir-ring speeches are made about the joys ofbeing a halfling, the wonders of being ahuman, and so on, but always in goodtaste and rarely with any racial slurstoward the other peoples ofMinrothad. Itis a time for being together with one'sfamily and guild and thanking one's dei-ties for the myriad of blessings bestowedupon all Minrothaddans.

    The last day of the Midwinter Festival,Mitwok 6th, is the second-newest specialholiday. It is called Meditor Day. It origi-nally celebrated the position of rulingguildmaster of Minrothad, but underOran has been expanded to include thepolitical guilds as well. Originally it was atime for people to thank the family ofMeditor for working so hard in govern-ment service all year round. This wasdone by lavishing gifts on the family andthe palace. But in his first year as rulingguildmaster, Oran put a stop to that. He

    realized that it was only an official briberyday founded and sanctioned by the fami-ly guild leaders. He insisted that themoney be spent on Minrothad 's childreninstead.

    The day now has three phases of cele-bration. The first is the family and guildcelebration in the morning, includinggift exchanges. The second is the after-noon parade of citizens to serenade favor-ite locals who work for political guilds as away of saying "thank you." If the politicalguild members are particularly effective

    in their posts, they may receive small giftsfrom the citizens and /o r bonus moneyfrom the master treasurer. The third partof the celebration is the evening ritual oftaking down the Mitwok decorations andhaving a very late feast to celebrate thepassing of the old year. This meal is tradi-tionally spent with someone outside ofone's guild or family, and presents areoften exchanged at this time too.

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    Races ofSpecialAbilities

    In addition to standard elvish abilities,water elves have some special ones whichet them apart them from other races of

    lves.Direction Sense. A water elf has a 75percent chance of correctly sensing com-pass directions at all times. This innateense works only outdoors, not under-

    ground, but is extremely useful on over-ast days or during fogs and darkness atea. It can be used once per day.

    Navigation Sense. Similar to directionense, this enables a water elf to know in

    what direction a destination lies in rela-ion to his current position, providing he

    has been to that place at least once

    This ability is accurate 75 percentof the time. It can be used once per desti-For this reason it is said that once

    a water elf has been to a port, he canalways find his way back again.

    Guild and Clan: Water elves are mem-bers of one of the clans of Guild Elsan,named for a family of leading water elves.The guild deals with things pertaining tohips and seafaring.

    Water elfnames, like those of the woodelves, do not sound particularly elvish,but they do not follow the general Minro-

    had custom of describing a craft. Lead-ng water elf clans are Clan Kelar andClan Manre. Other clan names can beeen in the guild organization chart.

    Skills: All water elves have the skill ofBoat Sailing, which is the ability to sailboats and does not apply to ships. Thendividual may be familiar with the prin-iples of maneuvering ships, but is not

    automatically skilled in doing so.Each water elf also has one craft skill

    appropriate to the craft of the clan towhich he belongs; those skills are fur the rdescribed under Guilds. Skills are basedon the following attributes:

    Boat Sailing: IntelligenceHarpooning: DexterityKeelmaking: IntelligenceMastmaking: IntelligenceNetmaking: DexterityPiloting: IntelligenceRigging: IntelligenceShellworking: IntelligenceShip Sailing: IntelligenceTacklemaking: IntelligenceVarnishing: Intelligence

    HUMaNSHumans are a minority race in theMinrothad Guilds, but the positions they

    occupy speak for their ambitions andmastery of skills. Descended from

    Nithian stock, these islanders were oncecontent with a pastoral existence as fisher-men until water elf ships gave them theadvantage they needed to pursue tradeand profits. They have done so successful-ly ever since.

    Appearance: Traders have oftenbrought back wives from foreign ports,and thus introduced a variety of blood-lines and appearances among Minrothadnatives. "Vet, the majority of Minrothadhumans have wavy brown or black hair,green or brown eyes, and a fair complex-ion that darkens slowly in the sun. Aminority are red-heads, resembling theAlphatians who visited these islands inancient times.

    Behavior: Minrothad humans areinquisitive and energetic. They loveinteraction with strangers and the chal-lenge of working out an equitab le deal inwhich each party benefits. They can befast talkers who are sometimes openlyquarrelsome, but serious anger finds itsoutlet in subtle intrigue and convolutedplots for revenge.

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    Races ofhese Minrothaddans enjoy innova-in business methods and constantly

    ch out untapped markets to develop.y are hard workers who expect appro-te rewards for their efforts. They areand feel cheated if a special effort

    s unnoticed, and are themselves gen-us with praise and thanks.

    humans have a reputationhonesty, especially in business mat-Their ethics, however, are sometimes

    ed into question: at one time theye persuaded to trade in slaves on thes of a Thyatian war, and many main-

    ders have never forgotten this. How-, most factors and buyers in foreignntries are Minrothad humans, and

    find that that part of their country'shas little impact on current businessings.uild and Clan: Most humans are

    mbers of Guild Corser, which handlescted rareties and food. The guildompasses many races besides humans;ific clans do not monopolize any one

    ect of it.uman names come from a combina-of ancient Nithian and Alphatian

    s, with a large admixture of namesm the continent. They rarely indicate

    d ties or occupational specialties, andsound like names from anywhere onmainland. Typical human names caneen in the guild organization chart.kills: Humans in Minrothad haveer one of two skills. The skill of Bar-

    gaining is the ability to get the best possi-ble price for goods, services, orinformation. The skill of Appraisal is theability to figure out what something isworth.

    If two people appraise an item, the onewho wins by the greater margin assessesits value with greater accuracy. If two peo-ple with bargaining skill use it on eachother, whoever makes the best roll wins.Penalties may be awarded to either char-acter to reflect difficulties in the bargainto be made. This skill is primarily used forquick bargaining with NPCs.

    Skills commonly available to thehumans of Guild Corser and the abilitiesthey are based on are given here. The

    skills are fur ther explained under Guilds.Animal Training: IntelligenceAppraisal: IntelligenceBargaining: IntelligenceBrewing: IntelligencePipe Making: Dexterity

    Hal f l iNQSBrought to Minrothad by slave-trading

    humans, halflings have long since wontheir freedom and have put theirunpleasant past completely out of their

    minds. Adopting mercantile habits andeven religious beliefs from their formermasters, the natural industry of the half-lings has enabled them to participate inthe guilds as prosperous full members.

    Appearance: Minrothad halflings havecurly red or sandy-brown hair, and blueor brown eyes. Some become quite tan inthe constant Minrothad sun.

    Behavior: Minrothad halflings workwith more zeal than their cousins of theFive Shires, a result of the sudden con-trast between working for a slave masterand working for one's self. These half-lings reap the fruit of their own labors;they regard it as an added bonus that theyalso see the results in increased incomeand luxury goods.

    To a Minrothad halfling's mind, otherguilds' members either work too much ortoo little. Humans seldom take time off,dwarves work at a single project for years,and elves take a two-year hiatus and call it

    a break. The halflings, however, knowhow to pace themselves. They rise at anhour neither too later nor too early; theywork until they are hungry, break for a

    mealei ther once or several times,depending how famished they becomethen return to work some more. They donot fret about labor during leisure time,or spend too much work time planningfor their leisure. Halflings are as proud ofthis happy medium in their work lives asthey are of the goods they craft.

    Guild and Clan: Most halflings aremembers of Guild Quickhand, namedfor the halfling who freed the slaves. Theguild handles leather, basic crafts, andfuels.

    Halfling names follow the generalMinrothad custom of describing a craft.Leading halfling families bear the namesNimblefingers or Goldenhair. Otherfamily names can be seen in the guildorganization chart.

    Skills: All halflings have skill in Farm-ing. Other skills common to GuildQuickhand are given here, along with theabilities they are based on. Where neces-sary, crafts are further explained underGuilds.

    Basketweaver: DexterityCharcoal Maker: IntelligenceCobbler: IntelligenceFarming: IntelligenceFurrier: IntelligenceGlassblower: DexterityHornmaker: DexterityLeather Armorer: IntelligenceOil Maker: IntelligencePotter: DexteritySaddlemaker: IntelligenceDwaiwes

    The forefathers of these dwarves leftRockhome and migrated to Glantri,where they found no welcome for theirlarge numbers. Minrothad traders recog-nized the wealth of skilled craftsmen inthis group of dwarves and invited them toemigrate and join the Minrothad Guilds.The dwarves agreed, and have dominatedmetal and stone working in the guildsever since.

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    Races of

    Appearance: Minrothad dwarves keepeir dark brown hair and beards shorteran the dwarvish norm because of the

    ot climate in which they live. Their eyese brown or amber, and they are of stock-r build than most of their continentalusins.Behavior: These dwarves enjoy the

    eedom to pursue their handicrafts witho distraction. They care for trading lessan most folk of the guilds and prefer toave the sales aspect of their business tohers.An unexpected benefit of their moveMinrothad was the chance to tunnel

    nd explore in previously untouched vol-nic rock. With their pragmatic turn ofind, these dwarves are challenged andelighted to come up with new building

    ompounds, unusual tools and specialanufacturing processes tailored for theirland environment.Dwarves are the least involved in guildtrigues of any Minrothad group. They

    onsider most of the island politics to beolishness that will pass with time. As aoup they become angered only when

    olitics interferes with their work forme reason.Individuals are touchy about unfin-

    hed work, refusing to show or talk aboutems that are not yet ready for presenta-

    These dwarves are the most indiffer-nt bargainers in Minrothad, settinghat they believe to be a fair price andanding by it without a word ofdebate.Guild and Clan: Most dwarves areembers of Guild Hammer, named fore Hammer clan which led the exodus to

    Minrothad. The guild does crafts whicheal with metal and stone.

    Minrothad dwarves no longer use theirames from Rockhome, but have takenaft-related names like other guildsmen.eading clans are Clan Stronghold, Clanuger, and Clan Hewer. Other commonan names can be see in the guild organi-

    chart.Skills: All Minrothad dwarves have the

    kill of Appraisal (see Humans, above).ther skills common to Guild Hammerre given here, along with the abilitiesey are based on. Where necessary, crafts

    re further explained under Guilds.

    Appraisal: IntelligenceArmorer: IntelligenceBlacksmithing: IntelligenceEngineering: Intelligence

    Jeweler: IntelligenceMasonry: IntelligenceMining: IntelligenceStonecutting: IntelligenceTrap Building: IntelligenceWeapon Smithing: Intelligence

    Skil lsCharacters might have a variety of

    background skills that are not dealtwith in the rule books. Each such skillis based on one of the character's abili-ties (Strength, Intelligence, Wisom,Dextierity, Constitution, or Cha-risma).

    B e < j / N N r / N < 7 SkillsBeginning Minrothad characters

    know one skill in which their clan andguild specializes, one racial skill asdescribed for that race, and may selectone additional skill. If a character'sIntelligence is 13 to 15 , he may selecttwo additional skills rather than one;

    with an Intelligence of 16 to 17, threeextra skills; and an Intelligence of 18gives him four additional skill choices.UsiNQ Skills

    When a character needs to use hisskill, the player rolls Id20 against hiscurrent ability score for that skill. Ifthe result of the roll is less than orequal to the ability, the skill use suc-ceeds. A roll of 20 always fails, no mat-ter how high the chance for success.

    When two characters compete inthe same skill, the one who makes hisroll by a greater margin of successwins. For example, a result five lessthan the number needed beats a resultthat is only one less than the numberneeded.

    I M P R O V I N G SkinsA character's skill use chance can be

    higher than the ability on which it isbased. For instance, an elf who is asuperior woodworker could have ahigher Woodworking roll than his nor-mal Intelligence ability. To accomplishthis, a beginning character can "tradein" one of his extra skill choices toimprove another skill. Each skillchoice traded in gives the character apermanent +1 in a chosen skill.

    Skills

    As a character grows more experi-enced, he can purchase more skills orimprove existing ones.

    All characters get a new skill choiceevery four experience levels. Thus,they acquire their first skills at level 1,a new skill at level 5, and another atlevel 9.

    Humans continue in this progres-

    sion for every four levels they increasein skill. Elves gain new skills uponacquiring 1,100,000 XP and then forevery 750,000 XP following. Dwarvesand halflings gain new skills whenreaching 1,200,000 XP, and for every800,000 XP afterward.

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    ftM-&gOO{HVfrM

    Of

    The Minrothad Guilds were founded91 AC by Gregus Verdier, a wood elfo solidified the loose trading confeder-on of the Minrothad Isles into a systemguilds and associate guilds. Reponsi-

    for crafts, manufacturing, trading,d sailing (i.e., cargo carrying) wereigned to specific clans and family

    oups so that each race had equal powerd control through a family guild.Over the following years a number ofscellaneous guilds came into beingich provided services rather than man-

    actured crafts. These were finally con-idated into the group of organizationsown as the Political Guilds.Guilds are noted for their policies ofninterference with craftsmen. Unlike

    ost mainland guilds, innovation andperimentation are encouraged, result-g in a number of finely-made articlesat are useful and unusual. The work ofese guilds is recognized as some of thest in the known world.

    A particular clan or family, chosen byembership consensus, leads each familyild ofcraftsmen. The clan is usually amily group that has historically provid-

    leadership to the guild. A guild masterho is head of his family guild comesly from that leading clan. The positionguild master is hereditary, and passesto an heir of master-level skill. Subor-

    nate master craftsmen advise the guildaster, or guild leader, as he is sometimeslled, and report directly to him on theireas of responsibility.Each guild master is aided by a supportaff whose functions are uniformroughout the guilds. Staff consists of ast guild advisor who interacts with local

    vernment; a first guild consort (theouse of the guild master) who runs theild hall and guild master's mansion;d a master guild treasurer who auditse books, collects taxes from the mem-

    and controls the guild vaults.here is a master of the guild leader'sents who is in charge of the small secu-y force that protects the guild masterd the vault. Finally, there is a guild

    master trading liaison who works withother groups in matters of import,export, and domestic trade.

    CouNcil of QuilO Leafceus -The guild masters of the various family

    guilds meet as the governing body ofMinrothad, known as the Council ofGuild Leaders, or the CGL. Presided overby the ruling guild master, the councilsets policy and passes laws pertaining toguild and government affairs, foreignaffairs, and trade practices.RuIiNQ QuilO Masten

    The hereditary office of ruling guildmaster is always filled by a member of theMeditor clan of water elves. This familyfirst led the water elves to the Colony Islesand have been honored leaders eversince. Once a ceremonial position, theoffice is currently held by Oran Meditor,who in recent times has exercised very realcontrol over Minrothad affairs. He isassisted by a cabinet which has the samefunctions as a family guild's supportstaff, except for the lack of a trade liaison.These officers have authority on a nation-al scale (see Minrothad Government

    chart).The ruling guild master's primary taskis to determine policy and direction forthe country as a whole in cooperationwith family and political guild leaders.He appoints officers to their positions inthe political guilds and mediates argu-ments between the family and politicalguild factions.

    In addition, the ruling guild mastermay remove a particular clan from theleadership of its family guild if goodcause can be shown, and elevate a clan ofhis choice to be their successors. The dis-graced clan must be shown to pose athreat to the stability ofMinrothad, usu-ally because it has engaged in treasonousactivity (such as an assassination plot orclandestine foreign alliance).

    the ruling guild master's strength. Magic,the military, and spy-gathered intelli-gence are but three of the facets of powerrepresented among the political guilds,which are described in detail below.

    Although positions of leadership inthe political guilds are appointed offices,it is very difficult to remove a guild mas-ter once he has been assigned unless proofcan be established of criminal acts or grossnegligence. The ruling guild master isvery careful in his choice of appointmentsto these positions.

    SocietyMost Minrothaddans of working age

    belong to a guild. Political guilds are

    entered through long apprenticeship andemployment in the organization. Familyguilds are joined at birth or an early ageor, sometimes, through marriage or achange of career.

    The concept of a career change, how-ever, is alien to most Minrothaddans. Theaverage citizen believes that a person isborn to be what he is, and nothing else.One who wants to change family guilds isperceived as an oddity of nature: a personwho must be either too proud to workunder the leadership of his clan or who is

    defective from birth and unable to physi-cally accomplish the work done by hisguild. Nor is there understanding for onewho wants to change political guilds, forafter years spent in an apprenticeship andwith the guarantee of life-long employ-ment, why would anyone in his rightmind want to go somewhere else?

    Faivfily Quilbs(juilt) ElsaN-Political Quilbs

    Far more than mere service-providers,the political guilds form the backbone of

    Guild Elsan is mostly comprised ofwater elves. It has complete control overall services and products dealing withship building, navigation, fishing, andworking with raw materials gleaned fromthe sea (sea vegetation, sea shells, and soon).

    Master Shipwright: This master crafts-man is in charge of the construction,maintenance, and repair of all Minrothadsailing vessels and boats. He has three

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    " C 1 7 6 C J u i l O s ofC o u N C i l of Faivrily Qu i lO LeaOens

    Political Guilds

    ead craftsmen under him. The headhas charge ofall ship-building

    teps except for mast- and tackle-relatedrocedures. The head mastmaker is inharge of all mast and yardarm construc-on. The head tacklemaker is in charge ofonstruction of blocks and tackle.

    Master Varnishmaker: This masterraftsman oversees the manufacture andpplication of pitch, sealants, varnish,nd paint to the Minrothaddan ships andoats. He is also in charge of barnacleemoval and hull cleaning.

    Master Fisherman: This master crafts-man is in charge of the construction of allishing devices, instruction in the tech-

    niques of fishing, and the Minrothadishing fleet. He has two head craftsmen

    under him. The first is the head netmak-er, who is in charge of net construction,maintenance, and repair and all net fish-ing done in Minrothad waters. The sec-ond is the head harpooner, who is incharge of the construction of harpoonsand all harpoon fishing performed byMinrothad vessels.

    Master Sailor: This master craftsmansupervises the instruction of sailing tech-niques and the compilation of sailingknowledge from other countries. Hisduties also include the overseeing of mis-cellaneous sailing and navigationaldevices. He is assisted by two head crafts-men. The head pilot teaches navigation;the head rigger teaches rigging andsailmaking and oversees these items on all

    Minrothaddan ships. These craftsmenwork very closely with the Merchant Sail-ors Guild.

    Master Shellworker: The title of thisposition dates back to the days whenwater elves worked mostly shells forarmor and weapons. Today the phraseencompasses the manufacturing of any-thing made from materials brought outof the sea. Sea materials are used a lot inMinrothad and many art pieces are nowbeing made by Guild Elsan for the exportmarket.

    The master shellworker is assisted bytwo head craftsmen. The first is the headlarge shellworker who overseas work doneon large, bulky items (such as sea shellarmor); the second is the head small

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    CJui lOs of Mi

    who is mainly in charge of theduction of art pieces.

    V G R t > i RGuild Verdier consists primarily ofod elves. It has complete control over

    services and items having to do withod and cloth.Members of Guild Verdier have anmost mystical affinity for wood. Work-

    things gleaned from the land is partheir religion, and they love it. Theyduce most of the tools, rope, canvas,cloth used by the other guilds. They

    e also voluntarily accepted an unoffi-responsibility, shared with the half-

    s of Guild Quickhand, for raising

    Minrothad crops and livestock. Positionsof importance are as follows:

    Master Carpenter: This master crafts-man is in charge of all large, wooden,nonsailing constructions, such as build-ings, wharfs, bridges, and so on. He alsosupervises the teaching of carpentry.

    The master carpenter is assisted bythree head craftsmen. The head buildingconstructor is in charge of all woodenbuildings constructed or repaired inMinrothad. The head siege machinerymaker is in charge of the construction ofsiege machines for warfare. The construc-tion is done in conjunction with GuildHammer. This is a highly lucrative exportitem and also provides Minrothad portswith extensive defenses. The head wheel-

    wright is in charge of the constructionand repair of all large land vehicles inMinrothad.

    Master Bowyer: This position existsonly because of the high value the woodelves place on good bows. This entireassociate guild does nothing but make

    bows, crossbows, bowstrings, arrows, andbolts. Minrothad bows are among the fin-est in the world (+ 2 to hit in the hands ofa member of this guild) and are a popularexport item. The master bowyer is assist-ed by the head fletcher, who is in chargeof collecting the finest feathers availableand making arrows. Custom-made bowsand arrows are the specialty of this associ-ate guild.

    Master Woodcutter: This master crafts-22

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    C J u i l f c s o f M iman is in charge of the cutting andreplanting of trees throughout Minro-

    He also is in charge of the transpor-tation of logs, cutting logs into lumber,and grading lumber for sale. Most of the

    best lumber in Minrothad is used forGuild Verdier products or shipbuilding;esser grades of lumber are used in other

    construction or are exported. Scrap woods used by the elves for fuel.

    Master Woodworker: This masteris in charge of the construction

    and repair of nonstructural items ofHe is assisted by three head crafts-

    The first is the head toolmaker, whos in charge of making wooden tools or

    wooden handles for tools. He worksclosely with the head toolmaker of Guild

    Hammer. The second is the head cooper,in charge of construction of barrels, kegs,trunks, and boxes made of wood. He isone of the busiest head craftsmen inMinrothad. The third is the head cabinet-maker, who is in charge of the construc-tion of wooden furniture. He works withthe associate guild ofclothmakers.

    Master Clothmaker: This master crafts-man directs the production of fabrics andrope made from land-grown materials.She is also in charge of fabric dyes,

    and related small crafts.

    She is assisted by five head craftsmen.The first is the head spinner, in charge

    of the associate guild of spinners whichtransforms raw material into thread. Thesecond is the head weaver, in charge of

    weaving the thread into cloth. The thirdis the head canvasmaker, who takes theheaviest canvas cloth and treats it withparafin for water resistance. She worksclosely with Guild Elsan.

    The fourth craftsman is the head cloth-ier, who is in charge of dying cloth, proc-essing it so it will be softer, andstandardizing bolts. The head clothier ismuch busier than many head craftsmanas she is also in charge of the associateguild of tailors. Finally there is the headropemaker, who is in charge of all ropemaking in Minrothad.Qu i t o

    Guild Hammer is made up completely

    of dwarves, all descendants of the originalimmigrants led by Darkbrow Hammer orof dwarves who followed shortly thereaf-ter.

    Guild Hammer has complete controlover most services and manufacturingthat deal with metal or stone. This groupis an important addition to the Minro-thad Guilds, which was woefully lackingin these areas before the arrival of thedwarves. The guild has also experiment-ed lately with the use of lava in manufac-turing, but the actual applications are

    still a secret. Positions of importancewithin the guild are as follows:Master Miner: This master craftsman is

    in charge of all underground miningoperations in Minrothad.

    Master Stonecutter: This master crafts-man is in charge of all stone cutting andtransportation within Minrothad. He fre-quently travels to other lands to inspectgranite and marble and arrange for its

    purchase and transportation to Minro-thad, which has none of these types ofstone.

    Master Mason: This master craftsmansupervises all building construction thatis done with stone. He often works closelywith the master carpenter of Guild Ver-dier.

    The master mason is assisted by twohead craftsmen. The first is the head trap-ster who designs and constructs all traps,hidden passages, and secret doors withina structure. His office is awash with old

    plans of all the buildings where he hasbuilt traps at the owner's request. Thesecond is the head engineer, who designsthe major buildings, towers, and bridgesof Minrothad and who is consulted by theother guilds in matters of engineering.He is also in charge of the Minrothadaquaduct and sewer systems and theirperiodic renovation.

    Master Smith: This master craftsman isresponsible for all cast metal and generalpurpose forge work performed in Minro-thad. He is probably one of the two or

    three finest smiths alive today. He isdirectly responsible for the design andconstruction ofgears, springs, and otherclockwork parts used in the constructionof big devices such as siege engines. His

    QU1LD HAMMER (Dwaiwes)Thor Stronghold

    (Hammer Guildmaster)

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    Qu i lD s ofUp "

    A s told by halfling Archibaldildreg, SeniorJ o u rn e ym a n Fuelma-r, GuildQ ui ck hand ."Never a twice-thought on the fish

    l did I have, when I were a youngueeg. Da come home smelling like slept in a bait box, and that was all I

    new. And four out of five meals a dayere friedoil were cheap, sure."Started my learn-time when I wered enough to catch a flopper with oneab and hang on. Twitchy thing, ash out o'water. Spent, oh, five yearsacking catch from boat to gutter, and

    l-makings to press. After theclean up the mess. That were

    alf the clutter."Next step up were cranking the

    ess, then come my turn to processe oil. Get four grades out now, mosturneymen only get three. I be topueezeman in the shop, and up forastership next year. Who knows?lready sending my own barrel-sharesn Cosger's ship that runs to Vorloi-own in Karameikos. Last run wereot profit. If I make master, I'll openy own shop."Now, I be saving up for my mas-

    r's dues. Gotta work a lot of squeezepay them fees. But Master Slippery-ot be giving me the bright-eye, saysI make master he'll slip me into fam-

    y council if I got top style. Of coursee willhis daughter's my sweet, andbe part of his family soon!"e main associate guilds are the onesst important to Guild Hammer's pros-

    ity. He is assisted by three head crafts-n.The head weaponsmith is in charge ofnufacturing metal weapons. Theign of the weapons is very elegant,n the most basic ones. Minrothad

    apons always have a sea motiff etchedo the blade or worked into the pom-l or handle. Weapons are popularort items at all times, but sell best inas where a war is being conducted.

    The master's second assistant is thehead jeweler, who is responsible for thecreation of all jewelry and the construc-tion of small mechanisms. He is also the

    official appraiser of the value of suchitems.The third assistant is the head black-

    smith, who overseas three of the associateguilds. He is directly in charge of themanufacturing of metal items that do notfall into the tool or lock category, such ashinges, handles, horseshoes, and so on.He is aided by the head locksmith,responsible for the construction, repair,and dismantling of all locks, and thehead toolmaker, responsible for manu-facturing all metal tools and tool parts.

    Master Armorer: This master craftsmanis in charge of the manufacturing of allMinrothad metal armor, helmets,shields, and barding. He is assisted byfour head craftsmen.

    The first is the head shieldmaker who isresponsible for all metal shields made inMinrothad and for metal rims and stud-ding put on wooden or metal shields. Thesecond assistant is the head helmetmaker,who is responsible for metal helms andthe metal ribbing or studding of leatheror wooden helms. The third is the headharder, who adds metal plating or stud-ding to leather or cloth barding. Thefourth assistant is the head armormaker,who is in charge of the construction ofmetal body armor and the metal stud-ding, ringing, or plating of leather orcloth armor.

    Guild Quickhand consists largely ofhalflings, but also has a fair number ofhumans and some of the other races who

    disliked their guilds. This guild controlsall services and manufacturing that dealswith leather, basic crafts, and all forms offuel, w ith the exception of the scrap tim-ber used by wood elves for firewood.

    Since the halflings were late-comers tothe guilds and they couldn't assist withsmithing or stoneworkingbadly need-ed skills at that t imethey were assignedthe leatherworking crafts that were previ-ously the domain of the wood elves. The

    fue l crafts were learned by an ancestor ofNimblefingers, the current guild master,and were handed down along with othernative halfling crafts and some imported

    skills.Master Leatherworker: This mastercraftsman is responsible for all leather-working done in Minrothad. From tan-ning and working the hides and furs tomaking them into shoes, boots, belts,saddles, and armor, the master leather-worker oversees it all. He has four headcraftsmen assisting him.

    The head cobbler is in charge of mak-ing and repairing shoes and boots andoversees the production ofbelts, leatherbags, pouches, and all leather accessories.The head saddlemaker supervises themanufacture and repair of all leather har-nesses, saddles, and saddlebags. Thehead furrier is in charge of collecting fursand hides and stripping, tanning, anddying them, working them until theleather is supple, and then transportingthe bulk leather to and from Minrothad.The fourth is the head leather armorer,who is in charge of making leather bodyarmor, shields, helmets, and barding,and having them studded or ringed withmetal for extra protection. This requires

    his cooperation with Guild Hammer.Master Fuelmaker: This master crafts-

    man oversees the making, transportation,and storage of all the candles, oil, andcharcoal in Minrothad. Effectively, hehandles the creation or acquisition ofgoods to meet most ofMinrothad's fuelneeds. He has three head craftsmen work-ing under him.

    The head charcoalburner is in charge ofthe production of charcoal and workswith the wood elves in selecting wood forthis purpose. Charcoal is primarily usedin the crafts requiring very hot furnaces,like the metalworking of Guild Hammeror the glassblowing of Guild Quickfinger.The head oilmaker oversees the creationof oil from animal fats and other sources.The head candlemaker is in charge ofmaking all normal and ceremonial can-dles for Minrothad. He is also head of thesmall, associated Wickmakers Guild.

    Master Craftsman: This person isresponsible for the cottage industry of

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    KsS5 Bfl-H-fl-Q-HOB-H-0-&OfliE-frO-0-&fl-H-B-0-B-C

    associate guilds that work the basic crafts,such as pottery and basketweaving. He isassisted by four head craftsmen.

    The head potter oversees the produc-tion of clayware, stoneware, ceramics,and porcelain objects ranging from platesand bowls for daily use to art objects. Thehead basketweaver is in charge of all thesmall basketweaving associate guilds. Thebaskets made can be as small as a littlewoven collector's box for trinkets or aslarge as the baskets used for carrying cer-tain types of bulk cargo. Some of the bas-kets made are even waterproof. The headglassblower oversees the manufacture ofall types of glass, including the panes ofglass used in guild halls and wealthierhouseholds, the glass containers used by

    many mages, and glass art objects whichare incredibly expensive. The last assist-ant is the head hornmaker, who is incharge of converting animal horns, ant-lers, and so on into useful tools like knifehandles, containers, musical horns, or artobjects.

    CORSGRGuild Corser is comprised mainly of

    humans but also has a number of the oth-er races in its ranks.

    By the time humans had recoveredfrom the devastation of their race inMinrothad due to lycanthropy and vam-pirism, most of the essential guilds hadbeen claimed by other races or taken from

    Qu i lO s ofhuman control. They therefore stakedout new mercantile territory to take theplace of the crafts and the slave trade thathad provided most human communitieswith money.

    Guild Corser now has exclusive rightsin Minrothad to the collection, transpor-tation, and sale of selected rarities andfoods. Many of Guild Corser's membersare in foreign lands collecting these rawmaterials or arranging for their purchase.Though the guild has little variety, whatit does sell is extremely expensive. Posi-tions of importance within the guild areas follows:

    Master Magic Dealer: Because of traderegulations, magical items cannot be eas-ily sold in Minrothad. However, nothing

    ^& -fl -iHi-a-a^^M-o fcM-jJC-g^>y-u^^

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    QuilOs of MiNnotliat)

    s Minrothaddan traders from buyingtrading magical items from and to

    er nations. The master magic dealer isharge of a group of agents and mes-gers in foreign lands who do just that.xceptional items are found, then heroaches the Tutorial Guild to see ify wish to purchase it.Master Alchemist: This master crafts-n is responsible for the manufacture oruisition of the unusual chemicals usedmost of the guilds. This guild, too, hasmerous agents abroad.Master Brewer: This master craftsmantrols a vast network of agents thatnges for the basic ingredients of

    ad, ale, and wine to be imported intonrothad and then for those beveragesbe made. He has one head craftsmensting him who overseas the slow proc-ofmaking, aging, and storing winesspirits.

    Master Piper: This master craftsman isharge of making pipes and smoking

    from all types ofmaterials: woodclay for normal pipes, gourds and

    erschaum stone for fancy ones, evenss for hookah pipes. The head crafts-n who assists him is a head tobacconistharge of trading, importing, and/orting tobacco.

    Master Animal Trainer: This masterftsman both teaches animals andructs others in animal training. He

    anges for animals to be imported,ned, and then sold locally or abroad.

    He works mainly with smaller associateguilds of falconers, dog-handlers, andthe l ike.

    Master Spice Dealer: This mastercraftsman oversees the importing, proc-

    essing, exporting, and general handlingof the spices produced by Guild Quick-hand. This trade accounts for over threequarters of Guild Corser's income. He isassisted by two head craftsmen. The firstis the head saltmaker who oversees theproduction of salt, the other is the headbeekeeper who manages the vast beefarms tended by halflings on Open Isle.The master spice dealer has an army oftraders traveling everywhere to sellMinrothad's spices.Political OJuilbs -

    The political guilds are not nearly ascomplex in their structures as the familyguilds are. These are the newest guilds inMinrothad, more service or government-oriented than the others. They offer themost potential for power and advance-ment, and are not yet as versed in duplici-ty as are their family guild counterparts.

    MencJjaNt SailonsThis guild is responsible for sailing thetrading vessels of Minrothad. It is over-

    seen by the guild master with the help ofthe master importer and the masterexporter.

    Members of this guild are usuallyinstructed in the ways of sailing by GuildElsan for a year or two, then must serveapprenticeships with the Merchant Sail-ors Guild. This guild also has authorityover Minrothad dockworkers and steve-dores, as well as the ships they load andunload. The Merchant Sailors Guild

    works very closely with the Merchant-Princes Guild, since the ships cannot sailefficiently without cooperation betweencaptain and crew.

    Men ceN a n y QuiltoThis newest of political guilds is head-

    ed by a strongwilled, honest guild masterwho is in charge of the three militaryunits ofMinrothad. Each unit is run by its

    own master craftsman, who is answerableonly to the guild master.

    These military units are meant to be adefensive force and are not intended forbattle away from the shores of Minro-

    thad. Although the guild is called merce-nary, it considers this employment to be alifelong commitment and takes care of itsretirees better than any other guild.

    Unlike most guilds, which make theirmoney from dues and taxes on membersor the products they sell, the MercenaryGuild is paid well by the government andall other Minrothad guilds for defendingthe islands.

    Home Guard #1 is composed primarilyof human soldiers. It is a large defensiveforce stationed near the city of Minro-thad. This not only provides the best pos-sible defense of the city but keeps theseneschal honest as well. Home Guard #1is trained to fight defensively in a city:defending walls, using tower-top siegeballistae, etc.

    Home Guard #2 is composed primarilyof forest elf soldiers. It is larger thanHome Guard #1 but is spread out overmost of the remaining Minrothadislands. This force is trained in both fieldbattle and guerilla tactics. It will fight

    invaders on the beaches if possible, orretreat into the hills and harass the enemyto death.

    Marines are the largest standing mili-tary force that Minrothad has. They serveon every ship as defenders againstpirates.They are trained in the use of shipboardballista, boarding and repelling tactics,and fighting in rigging. The number ofmarines on board a ship depends on thecargo being hauled, but is never less than20 percent of the crew complement.Marines also train the rest of the crew for

    combat when time allows during voy-ages, so the estimate of fighting menaboard a Minrothaddan vessel is usuallyfar below the actual number.

    About one-third of the marines do notserve on long-distance voyages at any onetime; these troops are assigned to theMinrothad naval vessels which patrollocal waters.

    The Auxiliary Home Guard is notshown on the government orgnization

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    t:i7 Quiibs ofM iNR O tl7 a t>hart. It is a military associate guild thatprings into existence only during timesf imminent invasion. At that time, the

    Mercenary Guild gains authority overuild and town security and constabulary

    orces which constitute the auxilaryuard.

    The Thieves Guild is known to existut very little is known for certain about. Rumors abound, but the fact remains

    hat this guild's activities are covert. Theuth is known only to the guild master,

    o Oran Meditor, and to the thieves activen this unpopular and secretive organiza-on.

    GuildThe Tutorial Guild is a combine of

    many smaller associate guilds that trainnd teach. The guild master oversees thedministration of these associate guilds.

    force of guild scholars answerable only him checks on the associate guilds fromme to time to see that they are main-

    aining their standards of education. Themost important of the associate guilds are

    the School of Merchant-Princes, overseenby the master of instruction, and theSchool of Magical Artifacts, overseen bythe master ofdevices.

    Among other things, the guild is

    responsible for working on all major andsome minor court cases (see Laws ofMinrothad). It also runs programs inaffiliation with other guilds for the pur-pose of cross-training specialized individ-uals.

    The Tutorial Guild has a monopoly onthe practice of magic in Minrothad andthis monopoly is enforced by law. Theguild inspects every known magical itemand magic-user which enters Minrothad.A Tutorial Guild member is required bylaw to be present whenever any spell iscast.

    This guild has a network of overseasagents who are constantly on the lookoutfor new spells, new philosophies of mag-ic, and magical items. These persons can-not compete with Guild Corser's magicdealer agents but they are empowered topurchase magical items for the use of theTutorial Guild. This guild


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